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Everything posted by CoconutCockpit
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Allowing someone in a mission without having a particular mod
CoconutCockpit replied to CoconutCockpit's topic in DCS Modding
Yeah I know, but I can automate that easily enough. -
Allowing someone in a mission without having a particular mod
CoconutCockpit replied to CoconutCockpit's topic in DCS Modding
Legend! -
I seem to remember there was a very simple way to allow someone to join a server that has a mod, even if they don't have that mod installed. For example, it would show the Hercules as a SU-27 or something like that for everyone who doesn't have the Herc mod. Can someone refresh my memory on how to do that exactly?
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resolved HTS not working after rearming
CoconutCockpit replied to Ramires's topic in Bugs and Problems
Can confirm this happening for me as well with the steps that Weidlich says. -
Aircraft and cockpit way too bright at night
CoconutCockpit replied to Migo's topic in Weather System Bugs & Problems
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cannot reproduce MAV PRE does not handoff in TGP AUTO
CoconutCockpit replied to vctpil's topic in DCS: F-16C Viper
Has anyone confirmed tested this already? I think this might explain the "it works sometimes, but not all the time" feeling a lot of us have. -
I asked the same question here: It still feels weird and wrong to me tbh. I don't understand how this is the correct behavior and would still love to hear from someone who knows what the radar actually does in these modes. I can understand that the radar needs much longer to scan in EXP, DBS1 and DBS2 modes compared to NORM. After all, it's providing a more detailed picture. What doesn't make much sense to me is that scanning a smaller area isn't faster than scanning a larger area. It's basically the same as saying that sprinting 100 meters takes 10 seconds. But sprinting 50 meters also takes 10 seconds; and sprinting 20 meters also takes 10 seconds.
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Don't quite know if because of all my trying and retrying I didn't restart DCS after making changes to MissionScripting.lua, but the following code seems to be working just fine now. So for anyone coming here from Google, give this a try: package.path = package.path..";"..lfs.currentdir().."\\LuaSocket\\?.lua" package.cpath = package.cpath..";"..lfs.currentdir().."\\LuaSocket\\?.dll" local socket = require("socket") require("mime") require("ltn12") require("url") require("http")
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I would like to export some data out of a mission while it's running using socket.http, but I can't for the life of me get it to work. I've editod my MissionScripting.lua file so nothing is sanitzed and I have access to the require module. Looking at other (older) threads on the forum here, as far as I can tell the following code should work? package.path = package.path..";"..lfs.currentdir().."\\LuaSocket\\?.lua" package.cpath = package.cpath..";"..lfs.currentdir().."\\LuaSocket\\?.dll" local http = require("socket.http") But it errors out with: 2022-01-23 16:36:37.313 ERROR SCRIPTING: Mission script error: [string "G:/My Drive/Coconut Cockpit/Missions/DCS_CaucasusTraining/Scripts/init.lua"]:58: module 'socket.http' not found: no field package.preload['socket.http'] no file '.\socket\http.lua' no file 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\lua\socket\http.lua' no file 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\lua\socket\http\init.lua' no file 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\socket\http.lua' no file 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\socket\http\init.lua' no file 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\\LuaSocket\socket\http.lua'socket.http no file '.\lua-socket\http.dll' no file '.\socket\http.dll' no file 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\lua-socket\http.dll' no file 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\socket\http.dll' no file 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\\LuaSocket\socket\http.dll' no module 'socket.http' in file 'C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\lua-socket.dll' stack traceback: [C]: ? [C]: in function 'require' [string "G:/My Drive/Coconut Cockpit/Missions/DCS_CaucasusTraining/Scripts/init.lua"]:58: in main chunk [string "ROOT_PATH = "G:/My Drive/Coconut Cockpit/Missions/DCS_CaucasusTraining/Scripts/"..."]:8: in main chunk Does anyone have an idea what I'm doing wrong? Any help is appreciated!
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correct as is Ground radar azimuth bug?
CoconutCockpit replied to CoconutCockpit's topic in Bugs and Problems
Alright, thanks for checking. I don't have any info myself, but I remember that initially it did make a difference as you can see in @Wags' original video at 7:30 It would be nice if someone with know-how (@Frederf?) could explain how this works then. It doesn't make much sense that the radar needs an equal amount of time to scan 60 degrees as it would 10 degrees. What exactly does the radar antenna do when you enter one of the expanded modes? Does the radar actually still scan 60, 30 or 10 degrees in the expanded modes? The blue T cursor on the bottom of the MFD still shows the antenna moving side to side, an equal amount to the selected azimuth, should that be the case? Am I right to think there is no point in adjusting the azimuth at all when using one of the expanded modes then?- 2 replies
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- ground radar
- gm
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I don't think this is intended behavior, but I could be wrong Steps to reproduce: Switch to A-G master mode Set FCR to GM Set FCR to NORM mode With azimuth set to 60, observe time it takes to scan: roughly 2.5 seconds With azimuth set to 30, observe time it takes to scan: roughly 1.5 seconds With azimuth set to 10, observe time it takes to scan: roughly 0.5 seconds This seems normal, there's a smaller area to scan so it takes less time Switch to EXP, DBS1 or DBS2 mode With azimuth set to 60, observe time it takes to scan: roughly 5 seconds With azimuth set to 30, observe time it takes to scan: roughly 5 seconds With azimuth set to 10, observe time it takes to scan: roughly 5 seconds Observed result: When changing the scan area, the time it takes to scan stays the same. Expected result: The same as NORM mode. The scanned area is smaller between azimuth set to 60, 30 and 10, so it would make sense that 30 updates quicker than 60 10 updates quicker than 30 ground_radar_bug.trk
- 2 replies
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- ground radar
- gm
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fixed ECM Keybinds Missing
CoconutCockpit replied to timber29's topic in Controller Questions and Bugs
Was looking for this today as well. Would very much like to have this bound to one of the 3-way switches on my throttle, but I really don't want to start messing around with mods just to get this simple functionality. @BIGNEWY, could you pass this on to the team so we can have added to the keybinds? -
Looks to me like you don't have the correct, or any, laser code set. Check your knee board for the laser code of your bombs, by default it's 1688. If you cold start you have manually set it. With the TGP started and active, do ICP LIST > MISC > LASR. Set the TGP code to the same number you have on your knee board. The LSS code is used if you want to search for someone else's code while it's firing. You don't have to be in point track mode to guide the bombs correctly. Area mode will work just fine. Going into point track mode might make your TGP jump to a different spot when you zoom out, so unless you're lasing for a moving target you really don't need it. When you drop your bombs, wait a few seconds before activating your laser. Firing the laser straight away might cause your bombs to correct too much and they will usually fall short then. Give it 5-8 seconds, fire the laser and they should hit the target pretty much every time.
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Can't change skin in multiplayer anymore?
CoconutCockpit replied to CoconutCockpit's topic in Mission Editor
Well I've got a AIM9-X waiting for those who disagree -
Can't change skin in multiplayer anymore?
CoconutCockpit replied to CoconutCockpit's topic in Mission Editor
Ah right, the one spot I forgot to look Thanks man, you're a legend! -
Can't change skin in multiplayer anymore?
CoconutCockpit replied to CoconutCockpit's topic in Mission Editor
Can you show me where that is set? BEcause I am the server operator -
Did something change in the last DCS update that doesn't allow you to change skins anymore on a multiplayer server? The option is completely gone on the server, but it's still there when I test locally. Did I miss a mention of this somewhere?
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I looked around to see if this was already documented somewhere, but I couldn't find anything. After the latest update, we got some new symbology on the FCR and I was wondering if anyone could explain the following things a bit. I got this flashing yellow "sun" symbol on a STT target? I'm guessing that's when this bandit has fired a missile? What does it mean when the contact turns yellow? It was red before and then it switched to yellow. I also had a contact turn purple. I think this was when I fired a missile at it? Any help is appreciated!
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The FCR appears to be broken when a mission is started and the DOGFIGHT SWITCH is either set to DOGFIGHT mode or MISSILE OVERRIDE mod. This happens when the jet is started in the air, on the runway or hot on the ground. This does not happen when a cold start is performed. Version: DCS v2.7.10869 Open Beta Pre-requisites: Synchronize Cockpit controls with HOTAS Controls at Mission Start is checked in Options > Misc. Reproducible: 100% Reproduce steps: Make a mission Add F-16C, set to player Start either in air or hot start on the ground Make sure DOGFIGHT SWITCH is set to either MISSILE OVERRIDE or DOGIFGHT mode before starting the mission Start mission Return DOGFIGHT SWITCH to center position Observed result: The MFD with the FCR shows NOT SOI and the blue carets don't move. There is no cursor on the screen. Functionality returns when DOGFIGHT mode or MISSILE OVERRIDE mode are active, but never in NAV mode. Turning the FCR off and back on doesn't fix the issue. This issue only happens when started hot on the ground or in the air. When doing a cold start with the DOGFIGHT SWITCH set to MISSILE OVERRIDE, the HUD showed NAV when turned on. After take and returning the DOGFIGHT SWITCH to the center position, the FCR continued working. When switching it back to MISSILE OVERRIDE, the FCR flashed "OFF" for a split second before returning to normal. Expected result: FCR functions as normal in all modes. radar_broken_dogfight.trk radar_broken_msl_override.trk radar_weird_cold_start.trk
- 1 reply
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- dogfight switch
- fcr
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New to the ME: Requesting sound files
CoconutCockpit replied to Eisprinzessin's topic in Mission Editor
This is a slippery slope when using them in a DCS .miz, since anyone and their dog can access the files there. I don't think Unity Asset Store assets can only be used in Unity, but when using them for free DCS missions, you're basically just putting them in a different zip file and sharing them with the internet. And that is something the EULA explicitly forbids. You can debate what "integrated components" actually means, but I read that as "compiled into a new piece of software". The .miz files are definitely not integrated. I'm not saying you'll have mobs with pitch forks on your front lawn any time soon, but a seller on the Asset Store might definitely object to this. -
Just put it on a frequency you're not using and tell the player to tune to a different frequency where you have control of what the AWACS says? Instead of transmitting a message, you'd just play a sound file instead.
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Ordered mine on June 28th, arrived today in Belgium. EXTREMELY HAPPY with this upgrade! If you're wondering if you should get it yourself, just do it.
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Oh excellent. I had already mapped some of the things I use most to an XBox controller, but it looks like this might be way better than what I have. Appreciate it!
- 79 replies
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- depth of field
- mod
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Of course, man. No rush!
- 79 replies
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- depth of field
- mod
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